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P0_B4

P0-B4: Part 1211: Traffic System, Debugging, Improvements

by on Mar.12, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum

The traffic system is now done. I have added some simple placeholder art to it, which I got from the asset store, and I have added simple random colours. There are still some minor issues, such as odd looking rotation when the vehicles are going around corners, but it works quite well. I have also […]

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P0-B4: Part 1210: Traffic System

by on Mar.05, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum

I have solved most of the remaining issues with the traffic system. I have found some problems related to paging the cities in and out, but these were preexisting. There is an also an issue with the AI spawning in the wrong location that I need to fix, and I need to do some more […]

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P0-B4: Part 1209: Traffic System

by on Mar.05, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum

The idea that I had to solve the direction of travel problem seems to work, but it was more complex that I thought. Searching for the nearest intersection node in the grid was quite complex, especially when I needed to make sure that it was an intersection with no obstructions (such as buildings, etc) in […]

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P0-B4: Part 1208: Traffic System

by on Mar.05, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum

I can now generate all of the required graphs for the vehicles, and it can be done without any noticeable performance impacts. The next goal is to get the AI vehicles to travel around the graph to random points without colliding. I tried a few solutions to this problem, but none have worked yet. The […]

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P0-B4: Part 1207: Traffic System

by on Mar.05, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum

The first step with the traffic system is to generate separate graphs for the pedestrians and the vehicles. I may also need to generate a different graph for each “lane” of the streets (left lane, right lane, etc). Generating the graphs shouldn’t be difficult, since they are generated asynchronously. The problem will be trying to […]

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P0-B4: Part 1206: Debugging, Improvements

by on Mar.05, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum

I have improved the decal projection system that I have been using in the project, so that I can add projectro decals underneath terrain objects. This improves the look of the game by adding more visual detail when the grass around the object is not being rendered. The next goal for the project is to […]

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P0-B4: Part 1205: Debugging, Improvements

by on Feb.26, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum

In addition to finishing the ground cover exclusion system, I have also fixed several bugs with the project. These were mostly minor bugs related to object positioning in the world, etc. I also fixed a minor issue with the new road system. There are still a few minor bugs that I want to look at […]

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P0-B4: Part 1204: Ground Cover Exclusion System

by on Feb.26, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum

After a lot of work, I have managed to get the ground cover system working. I have rewritten the point and plane projection code to use non-unity methods, which should, first of all make it faster, and second of all, it will allow me to use this code from another thread. I am using a […]

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P0-B4: Part 1203: Ground Cover Exclusion System

by on Feb.26, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum

I replaced the build in terrain function with another solution, which projects a point onto a plane. I could use this to get all of the needed points onto the same plane, so that I could get the distance between them. I could then use this distance to determine which pixels should contain ground cover, […]

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P0-B4: Part 1202: Ground Cover Exclusion System

by on Feb.26, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum

I am still working on the ground cover system. I had a solution working, however it was much too slow (I was getting the exact world space position of every UV coordinate on the terrain, using the terrains own function for this purpose, however this function was never meant to be called in a loop […]

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